Aegisub/aegisub/src/auto4_lua.h

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// Copyright (c) 2006, Niels Martin Hansen
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Aegisub Project http://www.aegisub.org/
//
// $Id$
/// @file auto4_lua.h
/// @see auto4_lua.cpp
/// @ingroup scripting
///
#ifndef AGI_PRE
#include <deque>
#include <wx/event.h>
#include <wx/thread.h>
#endif
#include "auto4_base.h"
#include "command/command.h"
class AssEntry;
class wxWindow;
struct lua_State;
namespace agi { namespace vfr { class Framerate; } }
namespace Automation4 {
/// @class LuaAssFile
/// @brief Object wrapping an AssFile object for modification through Lua
class LuaAssFile {
struct PendingCommit {
wxString mesage;
int modification_type;
std::list<AssEntry*> lines;
};
/// Pointer to file being modified
AssFile *ass;
/// Lua state the object exists in
lua_State *L;
/// Is the feature this object is created for read-only?
bool can_modify;
/// Is the feature allowed to set undo points?
bool can_set_undo;
/// throws an error if modification is disallowed
void CheckAllowModify();
/// How ass file been modified by the script since the last commit
int modification_type;
/// Reference count used to avoid deleting this until both lua and the
/// calling C++ code are done with it
int references;
/// Set of subtitle lines being modified; initially a shallow copy of ass->Line
std::list<AssEntry*> lines;
/// Commits to apply once processing completes successfully
std::deque<PendingCommit> pending_commits;
/// Lines to delete once processing complete successfully
std::deque<AssEntry*> lines_to_delete;
/// Cursor for last access into file
std::list<AssEntry*>::iterator last_entry_ptr;
/// Index for last access into file
int last_entry_id;
/// Move last_entry_ptr to 1-based index n
void SeekCursorTo(int n);
int ObjectIndexRead(lua_State *L);
void ObjectIndexWrite(lua_State *L);
int ObjectGetLen(lua_State *L);
void ObjectDelete(lua_State *L);
void ObjectDeleteRange(lua_State *L);
void ObjectAppend(lua_State *L);
void ObjectInsert(lua_State *L);
void ObjectGarbageCollect(lua_State *L);
int LuaParseTagData(lua_State *L);
int LuaUnparseTagData(lua_State *L);
int LuaParseKaraokeData(lua_State *L);
void LuaSetUndoPoint(lua_State *L);
// LuaAssFile can only be deleted by the reference count hitting zero
~LuaAssFile() { }
public:
static LuaAssFile *GetObjPointer(lua_State *L, int idx);
/// makes a Lua representation of AssEntry and places on the top of the stack
static void AssEntryToLua(lua_State *L, AssEntry *e);
/// assumes a Lua representation of AssEntry on the top of the stack, and creates an AssEntry object of it
static AssEntry *LuaToAssEntry(lua_State *L);
/// @brief Signal that the script using this file is now done running
/// @param set_undo If there's any uncommitted changes to the file,
/// they will be automatically committed with this
/// description
void ProcessingComplete(wxString const& undo_description = wxString());
/// End processing without applying any changes made
void Cancel();
/// Constructor
/// @param L lua state
/// @param ass File to wrap
/// @param can_modify Is modifying the file allowed?
/// @param can_set_undo Is setting undo points allowed?
LuaAssFile(lua_State *L, AssFile *ass, bool can_modify = false, bool can_set_undo = false);
};
class LuaProgressSink {
lua_State *L;
static int LuaSetProgress(lua_State *L);
static int LuaSetTask(lua_State *L);
static int LuaSetTitle(lua_State *L);
static int LuaGetCancelled(lua_State *L);
static int LuaDebugOut(lua_State *L);
static int LuaDisplayDialog(lua_State *L);
public:
LuaProgressSink(lua_State *L, ProgressSink *ps, bool allow_config_dialog = true);
~LuaProgressSink();
static ProgressSink* GetObjPointer(lua_State *L, int idx);
};
/// Base class for controls in dialogs
class LuaDialogControl {
public:
/// Name of this control in the output table
wxString name;
/// Tooltip of this control
wxString hint;
int x, y, width, height;
/// Create the associated wxControl
virtual wxControl *Create(wxWindow *parent) = 0;
/// Get the default flags to use when inserting this control into a sizer
virtual int GetSizerFlags() const { return wxEXPAND; }
/// Read the current value of the control. Must not touch Lua as this is called on the GUI thread.
virtual void ControlReadBack() = 0;
/// Push the current value of the control onto the lua stack. Must not
/// touch the GUI as this may be called on a background thread.
virtual void LuaReadBack(lua_State *L) = 0;
/// Does this control have any user-changeable data that can be serialized?
virtual bool CanSerialiseValue() const { return false; }
/// Serialize the control's current value so that it can be stored
/// in the script
virtual wxString SerialiseValue() const { return ""; }
/// Restore the control's value from a saved value in the script
virtual void UnserialiseValue(const wxString &serialised) { }
LuaDialogControl(lua_State *L);
/// Virtual destructor so this can safely be inherited from
virtual ~LuaDialogControl() { }
};
/// A lua-generated dialog or panel in the export options dialog
class LuaDialog : public ScriptDialog {
/// Controls in this dialog
std::vector<LuaDialogControl*> controls;
/// The names of buttons in this dialog if non-default ones were used
std::vector<wxString> buttons;
/// Does the dialog contain any buttons
bool use_buttons;
/// Id of the button pushed (once a button has been pushed)
int button_pushed;
void OnButtonPush(wxCommandEvent &evt);
public:
LuaDialog(lua_State *L, bool include_buttons);
~LuaDialog();
/// Push the values of the controls in this dialog onto the lua stack
/// in a single table
int LuaReadBack(lua_State *L);
// ScriptDialog implementation
wxWindow* CreateWindow(wxWindow *parent);
wxString Serialise();
void Unserialise(const wxString &serialised);
void ReadBack();
};
class LuaFeature {
int myid;
protected:
lua_State *L;
void RegisterFeature();
void UnregisterFeature();
void GetFeatureFunction(const char *function) const;
LuaFeature(lua_State *L);
};
/// Run a lua function on a background thread
/// @param L Lua state
/// @param nargs Number of arguments the function takes
/// @param nresults Number of values the function returns
/// @param title Title to use for the progress dialog
/// @param parent Parent window for the progress dialog
/// @param can_open_config Can the function open its own dialogs?
/// @throws agi::UserCancelException if the function fails to run to completion (either due to cancelling or errors)
void LuaThreadedCall(lua_State *L, int nargs, int nresults, wxString const& title, wxWindow *parent, bool can_open_config);
class LuaCommand : public cmd::Command, private LuaFeature {
std::string cmd_name;
wxString display;
wxString help;
int cmd_type;
LuaCommand(lua_State *L);
public:
~LuaCommand();
const char* name() const { return cmd_name.c_str(); }
wxString StrMenu(const agi::Context *) const { return display; }
wxString StrDisplay(const agi::Context *) const { return display; }
wxString StrHelp() const { return help; }
int Type() const { return cmd_type; }
void operator()(agi::Context *c);
bool Validate(const agi::Context *c);
virtual bool IsActive(const agi::Context *c);
static int LuaRegister(lua_State *L);
};
class LuaExportFilter : public ExportFilter, private LuaFeature {
bool has_config;
LuaDialog *config_dialog;
protected:
LuaExportFilter(lua_State *L);
ScriptDialog* GenerateConfigDialog(wxWindow *parent, agi::Context *c);
public:
static int LuaRegister(lua_State *L);
virtual ~LuaExportFilter() { }
void ProcessSubs(AssFile *subs, wxWindow *export_dialog);
};
class LuaScript : public Script {
lua_State *L;
wxString name;
wxString description;
wxString author;
wxString version;
std::vector<cmd::Command*> macros;
std::vector<ExportFilter*> filters;
/// load script and create internal structures etc.
void Create();
/// destroy internal structures, unreg features and delete environment
void Destroy();
static int LuaTextExtents(lua_State *L);
static int LuaInclude(lua_State *L);
static int LuaModuleLoader(lua_State *L);
static int LuaFrameFromMs(lua_State *L);
static int LuaMsFromFrame(lua_State *L);
static int LuaVideoSize(lua_State *L);
static int LuaGetKeyframes(lua_State *L);
static int LuaDecodePath(lua_State *L);
static int LuaCancel(lua_State *L);
public:
LuaScript(const wxString &filename);
~LuaScript();
void RegisterCommand(LuaCommand *command);
void UnregisterCommand(LuaCommand *command);
void RegisterFilter(LuaExportFilter *filter);
static LuaScript* GetScriptObject(lua_State *L);
// Script implementation
void Reload();
wxString GetName() const { return name; }
wxString GetDescription() const { return description; }
wxString GetAuthor() const { return author; }
wxString GetVersion() const { return version; }
bool GetLoadedState() const { return L != 0; }
std::vector<cmd::Command*> GetMacros() const { return macros; }
std::vector<ExportFilter*> GetFilters() const { return filters; }
std::vector<SubtitleFormat*> GetFormats() const { return std::vector<SubtitleFormat*>(); }
};
}